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Build your Blood Angels army list with complete 11th Edition datasheets, points and wargear options.
Quick reference
Current 11th Edition points for every datasheet, updated with the latest Munitorum Field Manual. Open any unit for its complete stats, weapons and abilities.
Blood Angels are the assault-focused Space Marine chapter, and the difference from the generic codex is real rather than cosmetic. The army wants to close distance and fight, with jump infantry and dedicated melee units that hit substantially harder than their vanilla equivalents. Where a generic Marine list trades efficiently, Blood Angels aim to win the trade outright and keep moving.
The chapter's rules reward committing. Charging, fighting and surviving the counterattack is the loop, and hanging back to shoot wastes most of what makes the army distinct. That commitment is also the risk — an aggressive move that does not kill its target leaves an expensive unit exposed in the open.
Death Company are the flavour piece and the trap: extremely dangerous, extremely fragile, and easy to throw away for nothing if they charge without support.
Build in charge threat, not just melee damage. A melee unit that cannot reliably reach the enemy on turn two is a shooting target. Jump packs, transports and reserves all serve the same purpose here — arriving.
Jump Pack models take two slots in most transports, so a squad you expect to fit often does not. Check capacity before assuming a transport plan works.
If you are new to Blood Angels: Never charge Death Company into something that will survive them. Their job is deleting a target, and a Death Company unit that fights and does not kill is usually dead on your opponent's turn.
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Other space marine chapters